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		<title>three.js - webgl normal map - lee perry-smith</title>
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			#vt { display:none }
			#vt, #vt a { color:orange; }
			.code { }

			#log { position:absolute; top:50px; text-align:left; display:block; z-index:100 }
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	<body>
		<pre id="log"></pre>

		<div id="info">
			<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl normalmap demo.
			<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head.

			<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
			on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
			please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
			</div>
		</div>

		<center>
		<div id="oldie">
			Sorry, your browser doesn't support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">WebGL</a>
			and <a href="http://www.whatwg.org/specs/web-workers/current-work/">Web Workers</a>.<br/>
			<br/>
			Please try in
			<a href="http://www.chromium.org/getting-involved/dev-channel">Chrome 9+</a> /
			<a href="http://www.mozilla.com/en-US/firefox/all-beta.html">Firefox 4+</a> /
			<a href="http://nightly.webkit.org/">Safari OSX 10.6+</a>
		</div>
		</center>

		<script type="text/javascript" src="../build/ThreeExtras.js"></script>
		<script type="text/javascript" src="js/Stats.js"></script>

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			if ( !is_browser_compatible() ) {

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			var camera, scene, webglRenderer;

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			var mesh1;

			var directionalLight, pointLight, ambientLight;

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			var windowHalfY = window.innerHeight / 2;

			document.addEventListener( 'mousemove', onDocumentMouseMove, false );

			init();
			setInterval( loop, 1000 / 60 );

			function init() {

				container = document.createElement('div');
				document.body.appendChild(container);

				camera = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
				camera.position.z = 900;

				scene = new THREE.Scene();

				// LIGHTS

				ambientLight = new THREE.AmbientLight( 0x444444 );
				scene.addLight( ambientLight );

				pointLight = new THREE.PointLight( 0xffffff );
				pointLight.position.z = 600;

				scene.addLight( pointLight );

				directionalLight = new THREE.DirectionalLight( 0xffffff );
				directionalLight.position.x = 1;
				directionalLight.position.y = 1;
				directionalLight.position.z = - 1;
				directionalLight.position.normalize();
				scene.addLight( directionalLight );

				// material parameters

				var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;

				var shader = ShaderUtils.lib[ "normal" ];
				var uniforms = Uniforms.clone( shader.uniforms );
 
				uniforms[ "tNormal" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
				uniforms[ "uNormalScale" ].value = - 0.75;

				uniforms[ "tDiffuse" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );

				uniforms[ "enableAO" ].value = false;
				uniforms[ "enableDiffuse" ].value = true;

				uniforms[ "uPointLightPos" ].value = pointLight.position;
				uniforms[ "uPointLightColor" ].value = pointLight.color;

				uniforms[ "uDirLightPos" ].value = directionalLight.position;
				uniforms[ "uDirLightColor" ].value = directionalLight.color;

				uniforms[ "uAmbientLightColor" ].value = ambientLight.color;

				uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
				uniforms[ "uSpecularColor" ].value.setHex( specular );
				uniforms[ "uAmbientColor" ].value.setHex( ambient );

				uniforms[ "uShininess" ].value = shininess;

				var parameters = { fragment_shader: shader.fragment_shader, vertex_shader: shader.vertex_shader, uniforms: uniforms };
				var material = new THREE.MeshShaderMaterial( parameters );

				loader = new THREE.Loader( true );
				document.body.appendChild( loader.statusDomElement );

				loader.loadAscii( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100, material ) }, "obj/leeperrysmith" );

				webglRenderer = new THREE.WebGLRenderer();
				webglRenderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( webglRenderer.domElement );

				if ( statsEnabled ) {

					stats = new Stats();
					stats.domElement.style.position = 'absolute';
					stats.domElement.style.top = '0px';
					stats.domElement.style.zIndex = 100;
					container.appendChild( stats.domElement );

				}

			}

			function createScene( geometry, scale, material ) {

				geometry.computeTangents();

				mesh1 = SceneUtils.addMesh( scene, geometry, scale, 0, - 50, 0, 0, 0, 0, material );

				loader.statusDomElement.style.display = "none";

			}

			function onDocumentMouseMove(event) {

				mouseX = ( event.clientX - windowHalfX ) * 10;
				mouseY = ( event.clientY - windowHalfY ) * 10;

			}

			function loop() {

				var ry = mouseX * 0.0003, rx = mouseY * 0.0003;

				if( mesh1 ) {

					mesh1.rotation.y = ry;
					mesh1.rotation.x = rx;

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				webglRenderer.render( scene, camera );

				if ( statsEnabled ) stats.update();

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			function log( text ) {

				var e = document.getElementById("log");
				e.innerHTML = text + "<br/>" + e.innerHTML;

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				// Web workers

				return !!window.Worker;

			}

		</script>

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